Thanks for answer again!
Sorry, was unable to post before.
I know multiple UVs workflow in Houdini, but thank you for explanation. It's just misunderstanding based on my poor vocabulary. But I've “upgraded” it quite a lot.
There is a new issue with OGL that is more important to me and - I'm sure - straight connected with computeLighting, kind of repeatable, will send file to support soon.
I create default OGL shader, with it's own default code. Add all parameters from OGL folder. For now, everything is working fine. But when I put .prog file(everyone, even constant etc.) from Houdini OpenGL examples into “GLSL Shader” field my Houdini crashed without any error code.
My system is Win 10 x64, NVidia GTX 460. I know that should send report - and would do this - but posting there too.
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Houdini Lounge » Shader FX 2.0 menu - where it is?
- PaulM3D
- 14 posts
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Houdini Lounge » Shader FX 2.0 menu - where it is?
- PaulM3D
- 14 posts
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There is a sense in your words, Jeff.
I am something near to intermediate Houdini user(most on simulations, pyro, liquids etc), and there always was a problem to me in H. to work with viewport. Now in my work I need to see better in realtime, and Houdini seems to little unfriendly to me that case. For example, using different UVsets, blend tangent space normal map together etc. Maybe refraction. There is a lot of GLSL examples in Hou installed files, but I've found only the copy-paste way to see them work, which is kind of sticky work. And I've for some reason couldn't make default GL shader to work properly with “caclulateLighting” crash. Have topics on forums, have searched for nice examples - found nothing. But this is offtopic.
Thank's for your answer again!
I am something near to intermediate Houdini user(most on simulations, pyro, liquids etc), and there always was a problem to me in H. to work with viewport. Now in my work I need to see better in realtime, and Houdini seems to little unfriendly to me that case. For example, using different UVsets, blend tangent space normal map together etc. Maybe refraction. There is a lot of GLSL examples in Hou installed files, but I've found only the copy-paste way to see them work, which is kind of sticky work. And I've for some reason couldn't make default GL shader to work properly with “caclulateLighting” crash. Have topics on forums, have searched for nice examples - found nothing. But this is offtopic.
Thank's for your answer again!
Houdini Lounge » Shader FX 2.0 menu - where it is?
- PaulM3D
- 14 posts
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Thank you for your answer, Jeff!
Now I see it.
Some reason I've thought that ShaderFX in new Houdini is something like ShaderFX 2.0 in Maya products - something, that allow me to built viewport GL shaders with vop nodes, without writing GLSL code.
Now I see it.
Some reason I've thought that ShaderFX in new Houdini is something like ShaderFX 2.0 in Maya products - something, that allow me to built viewport GL shaders with vop nodes, without writing GLSL code.
Houdini Lounge » Shader FX 2.0 menu - where it is?
- PaulM3D
- 14 posts
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Hello to everyone!
Have installed H15 Apprentice, have seen Shader FX 2.0 menu rebuilt etc in trailer. Have trying to find something - but haven't. Maybe I'm blind, maybe I misunderstood something.
I see, of coarse, that now using the Principled shader I can see tangent normal map in viewport etc., without coding. Is this what it means?
Can you help me with this please?
Best regards,
Paul M.
Have installed H15 Apprentice, have seen Shader FX 2.0 menu rebuilt etc in trailer. Have trying to find something - but haven't. Maybe I'm blind, maybe I misunderstood something.
I see, of coarse, that now using the Principled shader I can see tangent normal map in viewport etc., without coding. Is this what it means?
Can you help me with this please?
Best regards,
Paul M.
Technical Discussion » OpenGL shader UV coords issues
- PaulM3D
- 14 posts
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Hi everyone!
Trying to write OGL shader.
Just feel confused with three types of shaders(geometry, vertex, fragment).
I need something for a start point.
See through example shaders in Houdini's folder, but it's working really strange for me.
I've got an object(plane) with two UV vertex attributes(uv, uv2). In vertex shader use vec3 uv and uv2 as input attributes. Then out them to fragment shader.
use sampler2d to load textures from parameters. Make my uv's vec2 and use to apply texture - and see just a constant color. When i'm changing the texture file - color is changing also. Can't figure it out.
Where can i find simple example of what i said? What i've done wrong?
Dont use geometry part of shader in this case.
Trying to write OGL shader.
Just feel confused with three types of shaders(geometry, vertex, fragment).
I need something for a start point.
See through example shaders in Houdini's folder, but it's working really strange for me.
I've got an object(plane) with two UV vertex attributes(uv, uv2). In vertex shader use vec3 uv and uv2 as input attributes. Then out them to fragment shader.
use sampler2d to load textures from parameters. Make my uv's vec2 and use to apply texture - and see just a constant color. When i'm changing the texture file - color is changing also. Can't figure it out.
Where can i find simple example of what i said? What i've done wrong?
Dont use geometry part of shader in this case.
Technical Discussion » Pbrlighting parameter export doesn't work "For each lig
- PaulM3D
- 14 posts
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I think I've found what i'd looking for.
I don't need texture diffuse pass in this case - so why the heck i'm rendering it? Just render all of texture colors in separate passes, connect white constant color to pbrdiffuse - and woila! Then, multiplying diffuse result with unshaded texture we've got correctly(i think) lighted pass with great control at compositing stage.
For only one texture light controlled quite simple - grading all of direct_diffuse passes before adding is giving control all over the differnt light sources. Am i write?
Much greatful for your help, circusmonkey. You helped me to look in right direction.
For now, trying to achieve new thing - set a particular region for one of mantra render nodes. Is it possible? Not for render region to see on screen, but to file.
UPDATED: Found it in camera crop settings. Nice.
I don't need texture diffuse pass in this case - so why the heck i'm rendering it? Just render all of texture colors in separate passes, connect white constant color to pbrdiffuse - and woila! Then, multiplying diffuse result with unshaded texture we've got correctly(i think) lighted pass with great control at compositing stage.
For only one texture light controlled quite simple - grading all of direct_diffuse passes before adding is giving control all over the differnt light sources. Am i write?
Much greatful for your help, circusmonkey. You helped me to look in right direction.
For now, trying to achieve new thing - set a particular region for one of mantra render nodes. Is it possible? Not for render region to see on screen, but to file.
UPDATED: Found it in camera crop settings. Nice.
Technical Discussion » Pbrlighting parameter export doesn't work "For each lig
- PaulM3D
- 14 posts
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Will definitely make it.
I've been rereading my pot at n-th time and understand that my explanation of my needs kind of “misty”.
And I've remembered one thing!
Do you know Maya's Mental Ray (direct)Irradiance pass? Its exactly what am i looking for! But for each light source separately.
Upper right corner of this picture that i've found.
I'm using my own shader created from scratch(in vex editor) because of surface model has got a lot of things that i don't need(less then mantra surface shader of coarse).
I've been rereading my pot at n-th time and understand that my explanation of my needs kind of “misty”.
And I've remembered one thing!
Do you know Maya's Mental Ray (direct)Irradiance pass? Its exactly what am i looking for! But for each light source separately.
Upper right corner of this picture that i've found.
I'm using my own shader created from scratch(in vex editor) because of surface model has got a lot of things that i don't need(less then mantra surface shader of coarse).
Technical Discussion » Pbrlighting parameter export doesn't work "For each lig
- PaulM3D
- 14 posts
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I've examined your example (perlight_fixed…) again and i can't find, where you defined “color” component. Can you please explain? Because base on what you say, it should work like i want, but it doesn't for me.
There is a wisdom in your words - i should start this post with explanation of my workflow needs. I'm trying to find answer for a long time.
So, in my pipeline i've got vehicle render process. Each model has normal map with details. Some specular gloss/power maps(which is not important right now, i think). A thing is that one model has got 4-5 different diffuse textures. Normal and glossy maps are universal for all textures. Quantity of light sources and are variyng from 2 to 3 usually.
I'm using my own built PBR shader, with diffuse and specular components. Only one PBR diffuse node, and one specular.
I can't post any scenes because of strict NDA.
Next, compositing process is taking place in Nuke.
After render i'm composing final image with supervisor. And slowly we've come to thing. So, i want to make few unshaded diffuse passes for each of diffuse texture. In one render, in one file. It's simple, i've already got it.
I've got “for each” speculars(direct and indirect) - it works perfectly. But i can't obtain light color passes for month. Shame on me.
I just need those passes which should contains only base constant color with normal map without any part of diffuse texture. Then i will combine those lights, grade them, multiply with diffuse texture pass and that's way obtain my shaded diffuse. Then adding speculars, reflection. Not using AO. And, as a result, i should receive comp in Nuke, where i can change diffuse texture “on a flight”, multiply it by graded lights and receive correctly shaded diffuse all-in-one.
If The Answer wont be found before monday, I will try to make detailed sample scene with pictures etc.
There is a wisdom in your words - i should start this post with explanation of my workflow needs. I'm trying to find answer for a long time.
So, in my pipeline i've got vehicle render process. Each model has normal map with details. Some specular gloss/power maps(which is not important right now, i think). A thing is that one model has got 4-5 different diffuse textures. Normal and glossy maps are universal for all textures. Quantity of light sources and are variyng from 2 to 3 usually.
I'm using my own built PBR shader, with diffuse and specular components. Only one PBR diffuse node, and one specular.
I can't post any scenes because of strict NDA.
Next, compositing process is taking place in Nuke.
After render i'm composing final image with supervisor. And slowly we've come to thing. So, i want to make few unshaded diffuse passes for each of diffuse texture. In one render, in one file. It's simple, i've already got it.
I've got “for each” speculars(direct and indirect) - it works perfectly. But i can't obtain light color passes for month. Shame on me.
I just need those passes which should contains only base constant color with normal map without any part of diffuse texture. Then i will combine those lights, grade them, multiply with diffuse texture pass and that's way obtain my shaded diffuse. Then adding speculars, reflection. Not using AO. And, as a result, i should receive comp in Nuke, where i can change diffuse texture “on a flight”, multiply it by graded lights and receive correctly shaded diffuse all-in-one.
If The Answer wont be found before monday, I will try to make detailed sample scene with pictures etc.
Technical Discussion » Pbrlighting parameter export doesn't work "For each lig
- PaulM3D
- 14 posts
- Offline
Hi!
Thank you for answer and example again.
Sadly, but it's not what i need.
You see, in your example if you connect some texture to diffuse color it will appear on render. So, i connected sir Mandril - and his face appeared on color and noshadow passes.
I'm sorry, maybe i explain bad and do not understand some basic stuff.
Will try to explain again. I know that my case is rare.
Attaching picture from Google, can't make better example right now.
So, there is lambert diffuse pass and color from textures pass. And if i multiply them i will receive something like direct_diffuse pass - shaded texture color. It that example we have “rim” pass on bottom right corner - its like what i want - light pass for particular light source. In this example we've got shadows and shading on color from textures pass - lets imagine that there is not shadows or shading. If we've got few lambert diffuse passes(as in example) for different light, we could control all lighting in shot on compositing stage. Like that: (light_pass1)–> grade–>plus–>(light_pass2)–>grade–>plus–>…–>multiply–>(texture_color_unshaded). So, i need (let it be) lambert with my connected normal map, which is rendering “for each light”. And i need this in one shader and in one render, as image planes.
Of coarse, as i said before, it can be done by dividing direct_diffuse(shadow is not important in my case) by texture_color_unshaded(just export color parameter from texture node). And it just very simple, but unfortunately is not acceptable in my case. Because of that i trying to find a way to export “lighting” passes clean from shader.
Thank you very much for your attention and sorry if i can't explain my issue correct.
P.s. based on your example, circusmonkey, i tried one thing - created pbrdiffuse node, call it component as “light_pass”, connected normal. Then add it to result of your surface model. But there is an issue(or feature) of PBR and BSDF - Mandril connected to surface model diffuse color appeared on “light_pass” component passes on render because of mixing bsdf-s(i think). It could be solution, but unfortunately it's not.
Thank you for answer and example again.
Sadly, but it's not what i need.
You see, in your example if you connect some texture to diffuse color it will appear on render. So, i connected sir Mandril - and his face appeared on color and noshadow passes.
I'm sorry, maybe i explain bad and do not understand some basic stuff.
Will try to explain again. I know that my case is rare.
Attaching picture from Google, can't make better example right now.
So, there is lambert diffuse pass and color from textures pass. And if i multiply them i will receive something like direct_diffuse pass - shaded texture color. It that example we have “rim” pass on bottom right corner - its like what i want - light pass for particular light source. In this example we've got shadows and shading on color from textures pass - lets imagine that there is not shadows or shading. If we've got few lambert diffuse passes(as in example) for different light, we could control all lighting in shot on compositing stage. Like that: (light_pass1)–> grade–>plus–>(light_pass2)–>grade–>plus–>…–>multiply–>(texture_color_unshaded). So, i need (let it be) lambert with my connected normal map, which is rendering “for each light”. And i need this in one shader and in one render, as image planes.
Of coarse, as i said before, it can be done by dividing direct_diffuse(shadow is not important in my case) by texture_color_unshaded(just export color parameter from texture node). And it just very simple, but unfortunately is not acceptable in my case. Because of that i trying to find a way to export “lighting” passes clean from shader.
Thank you very much for your attention and sorry if i can't explain my issue correct.
P.s. based on your example, circusmonkey, i tried one thing - created pbrdiffuse node, call it component as “light_pass”, connected normal. Then add it to result of your surface model. But there is an issue(or feature) of PBR and BSDF - Mandril connected to surface model diffuse color appeared on “light_pass” component passes on render because of mixing bsdf-s(i think). It could be solution, but unfortunately it's not.
Technical Discussion » Pbrlighting parameter export doesn't work "For each lig
- PaulM3D
- 14 posts
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circusmonkey, thank you for your reply.
Have got your web site in one of my browser tab opened long time. A lot of usefull information.
Basically, file you've posted is not exactly what i want. It's working for me either. You see, i don't want to have shaded diffuse as separate pass. I need light color pass - AOV with only light unclamped color. And that for each light sources separately. Result should by like i divide “light_name”_direct_diffuse AOV by unshaded texture AOV. But without this operation.
I've modified your example with some notes in example material. I've add my AOV light_color, and used it in ROP. So, as i said in post, it works with each light toggled off, and gives empty passes with it toggled off.
Have got your web site in one of my browser tab opened long time. A lot of usefull information.
Basically, file you've posted is not exactly what i want. It's working for me either. You see, i don't want to have shaded diffuse as separate pass. I need light color pass - AOV with only light unclamped color. And that for each light sources separately. Result should by like i divide “light_name”_direct_diffuse AOV by unshaded texture AOV. But without this operation.
I've modified your example with some notes in example material. I've add my AOV light_color, and used it in ROP. So, as i said in post, it works with each light toggled off, and gives empty passes with it toggled off.
Technical Discussion » Pbrlighting parameter export doesn't work "For each lig
- PaulM3D
- 14 posts
- Offline
Hello!
Rendering with Mantra PBR, H14. Have got my own shader built in SHOP. Need to obtain light passes for each light source in my scene. For different reasons, dividing diffuse passes by diffuse_noshaded in post comp is not an option.
So, inside my shader i've created simple Lambert node and use it bsdf-output for bsdf input of pbrlighting node. Then use all output of pbrlighting and connected it to exportable parameter. But there is an issue - it works fine with "For each light" toggled off, but when i make it ON i receive black empty passes.
Could you please help me with this issue?
Maybe, there is another simple way to obtain light color passes for each light in one render?
Rendering with Mantra PBR, H14. Have got my own shader built in SHOP. Need to obtain light passes for each light source in my scene. For different reasons, dividing diffuse passes by diffuse_noshaded in post comp is not an option.
So, inside my shader i've created simple Lambert node and use it bsdf-output for bsdf input of pbrlighting node. Then use all output of pbrlighting and connected it to exportable parameter. But there is an issue - it works fine with "For each light" toggled off, but when i make it ON i receive black empty passes.
Could you please help me with this issue?
Maybe, there is another simple way to obtain light color passes for each light in one render?
Edited by - April 4, 2015 08:13:41
Houdini Indie and Apprentice » OGL texture layers multiple UV sets problem
- PaulM3D
- 14 posts
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Hi there!
I've got an issue with displaying of 2 texture layers which has different uv sets. So, what am I doing:
Got a geo with two different UV sets.
Got custom shader(material shader builder node).
Added OGL parameters from Parameter Interface settings.
Set 2 texture layers in it and take my textures(from COMP network right now).
So, basically I want my 1-st texture layer(in OGL parms) to use UV set 1, and 2-nd texture - UV set 2. I want to see it in viewport. Is this possible? Houdini 14 Apprentice.
Thanks for your attention. Much appreciate any help.
I've got an issue with displaying of 2 texture layers which has different uv sets. So, what am I doing:
Got a geo with two different UV sets.
Got custom shader(material shader builder node).
Added OGL parameters from Parameter Interface settings.
Set 2 texture layers in it and take my textures(from COMP network right now).
So, basically I want my 1-st texture layer(in OGL parms) to use UV set 1, and 2-nd texture - UV set 2. I want to see it in viewport. Is this possible? Houdini 14 Apprentice.
Thanks for your attention. Much appreciate any help.
Houdini Learning Materials » [Mantra][Custom Shader] Diffuse for different light sources
- PaulM3D
- 14 posts
- Offline
Hi guys!
Will try to ask there, odforce didn't help(for now).
So, I'm making my own shader from a scratch, for Micropoligon render engine. I've got 2 light sources in my scene. In my shader I need to make different passes(image planes) for diffuse light and specular for each of my lights. Have got H13 Apprentice. Will not use Mantra Surface Shader. Tried to make an Illuminance Loop(like there https://vimeo.com/2903326 [vimeo.com] ,include my file) - this scheme doesn't work for me - got empty pass for my specified light source. What should I do? Help me please with this issue. I want to have , and so on. But from scratch. And I'm using SHOP network, doesn't write code except for some inline code nodes.
Tried attached file from Mark's post in this thread - http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=11379&highlight=illuminance [sidefx.com] - per light passes are empty in my case.
Will try to ask there, odforce didn't help(for now).
So, I'm making my own shader from a scratch, for Micropoligon render engine. I've got 2 light sources in my scene. In my shader I need to make different passes(image planes) for diffuse light and specular for each of my lights. Have got H13 Apprentice. Will not use Mantra Surface Shader. Tried to make an Illuminance Loop(like there https://vimeo.com/2903326 [vimeo.com] ,include my file) - this scheme doesn't work for me - got empty pass for my specified light source. What should I do? Help me please with this issue. I want to have , and so on. But from scratch. And I'm using SHOP network, doesn't write code except for some inline code nodes.
Tried attached file from Mark's post in this thread - http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=11379&highlight=illuminance [sidefx.com] - per light passes are empty in my case.
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